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Made in us
Sure Space Wolves Land Raider Pilot



Schaumburg, IL

I have a death guard army and have one hellbrute that I’m assembling. What is a typical load out for a hellbrute? I don’t want to magnitize. I’d assume a twin linked las cannon for the one arm. Pair that with the middle launcher? Can it fire both weapons in the same turn?

I'm not prejudiced, I hate everyone equally 
   
Made in us
Gore-Soaked Lunatic Witchhunter







The lascannon tends to be the default pick for a shooty Helbrute because the only gun you can replace the melee weapon with is a missile launcher and the lascannon is the closest to it in terms of range and role (yes, it can fire both in the same turn).

A lascannon/ML Helbrute/Dreadnaught tends to be something of a turret; if you want one that moves around more you want a gun with the rate of fire to power past the to-hit penalties, which puts you on the twin heavy bolter or the Reaper autocannon.

The multi-melta and plasma cannon both do what the lascannon does only worse, generally avoid those.

(I was going to comment on Forge World making rules for more varied loadouts if you felt like grabbing the rules and didn't mind some conversion work, but it looks like Chaos has lost the Mortis configurations in the changeover to 8e.)

This message was edited 1 time. Last update was at 2019/04/15 01:45:03


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Made in ca
Monstrously Massive Big Mutant






The plasma cannon is obviously not as good, but it has the added benefit of being able to potentially activate crazed. Of course you need a 1 and a 6 to pull it off, but doubling your shots is always fun! Tripling with the helbrute strat.
   
Made in us
Decrepit Dakkanaut





 AnomanderRake wrote:
The lascannon tends to be the default pick for a shooty Helbrute because the only gun you can replace the melee weapon with is a missile launcher and the lascannon is the closest to it in terms of range and role (yes, it can fire both in the same turn).

A lascannon/ML Helbrute/Dreadnaught tends to be something of a turret; if you want one that moves around more you want a gun with the rate of fire to power past the to-hit penalties, which puts you on the twin heavy bolter or the Reaper autocannon.

The multi-melta and plasma cannon both do what the lascannon does only worse, generally avoid those.

(I was going to comment on Forge World making rules for more varied loadouts if you felt like grabbing the rules and didn't mind some conversion work, but it looks like Chaos has lost the Mortis configurations in the changeover to 8e.)


Don't knock the plasma cannon. It does quite well for a 24 point savings over TLC.

Other items to note - if you want to go shooty and have CP spring for the missile launcher and double shoot with the helbrute when you have a good closest target. There is also the option of running an Apostle to baby sit a hat trick of them with a 5++ if you feel like they're getting high by high AP.
   
Made in us
Hellacious Havoc





The DG Helbrute can move and fire without penalties, unlike most. I'd give him the Lascannons and the fist and use him to support your advance.
   
Made in us
Powerful Phoenix Lord





On the assumption that the DG entry is identical to the normal one I'd suggest two routes:

1) Shooty and cheap (missile launcher + weapon of your choice). This ends up being really cheap since close-combat weapons are double the cost of most guns. Even better if you can move and shoot without penalty - that's huge.

2) Gun and power scourge. I can't think of any reason to not take the power scourge over every single other close combat weapon. It's stats are excellent and the bonus attacks are a huge bonus.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Since helbrutes tend to be the softest targets in a DG army, they usually die before they get the chance to fight in combat.

That's why I prefer a fist with a storm bolter over the scourge, since bolter drill allows you to take four shots at 24" while the scourge does nothing until you are in combat.
A scourge brute is redundant with the almost mandatory talon daemon prince anyways.
The gun arm can be twin lascannon or plasma cannon, all others have disappointed me. The twin heavy bolter is a nice gun, but simply too expensive for what it does, the auto-cannon feels like a waste of perfectly fine BS3. As said before, helbrutes tend to not make it into combat anyways.

The other option is twin lascannons/missile launcher, as you can hide those in the back and move to snipe vehicles and monsters.

In general I heavily suggest to at least somewhat magnetize your helbrute. No matter what option you build it now, it will be trash in a couple of years.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in de
Contagious Dreadnought of Nurgle





I would second to magnetize the brute, it's also not that complicated (you just need the correct magnets, mine are a bit too small...).
So far the missile launcher/lascannon loadout didn't impress me. Had a narrative game where I had more CP than usual and fuelled such a helbrute every round with the shoot twice stratagem, it still wasn't impressive (okay for Death Guard due to lack of long ranged AT, but every Havoc squad be it with old or new profile does more).
If you go for CC you should take at least two, though or have enough other CC threads. The scourge is very good and makes the helbrute good against any target bei it hordes or tougher things.
Double fist helbrute is also nice just because it's very cheap right now (100 for 2 fists, 104 with bolters that are also nice to have with beta bolter rule).

Long story short, right now, aside from the multi-melta and hammer I'd say every other loadout of the helbrute is viable. Personally I tend to keep it cheap (because they're rather squishy) and therefore wouldn't choose the lascannon together with the also expensive CC options.
   
Made in us
Twisting Tzeentch Horror





I use a ML/LC hellbrute with my thousand sons, and so far I have liked it. I don't play in the most competitive meta, so no Castilians or anything, but they are pretty easy to hide, deathguard don't have to waste CP on move and shoot without penalty. It is not as good as havocs in my CSM, but like TS, the deathguard lack more ranged options, so I would consider the shooty one. Also, the shoot twice startagem is really nice against aggressive players who use aircraft as they tend to be the closet target allowing for double shot, and the crazed is really nice on the shooty hellbrute as you get more out of it as it is usually not in combat until turn 3 if you take a CC one.
   
 
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